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Nice turn your brain off game! I almost got all the way there!

How on earth did you let the player spawn so many balls without frying the GPU, did you use an Entity Component System or super-batching or something?

(+1)

Thanks! yeah I've been using Unity's GPU instancing stuff (Graphics.RenderMeshInstanced) for the bullets, loot and HP bars. I was suprised by how well it worked and how performant it is in the WebGL build :)